// math.gl // SPDX-License-Identifier: MIT and ISC // Copyright (c) vis.gl contributors /* Adapted from https://github.com/mapbox/lineclip to work with flat arrays and 3d positions ISC License Copyright (c) 2015, Mapbox Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /* eslint-disable max-statements, max-depth, complexity */ import {push, copy, getPointAtIndex} from './utils'; import type {NumericArray} from '@math.gl/core'; export type BoundingBox = [number, number, number, number]; /** * Cohen-Sutherland line clipping algorithm, adapted to efficiently * handle polylines rather than just segments */ export function clipPolyline( positions: Readonly, bbox: BoundingBox, options?: { size?: number; startIndex?: number; endIndex?: number; } ): number[][] { const {size = 2, startIndex = 0, endIndex = positions.length} = options || {}; const numPoints = (endIndex - startIndex) / size; const result: number[][] = []; let part: number[] = []; let a: number[]; let b: number[]; let codeA: number = -1; let codeB: number; let lastCode: number; for (let i = 1; i < numPoints; i++) { a = getPointAtIndex(positions, i - 1, size, startIndex, a); b = getPointAtIndex(positions, i, size, startIndex, b); if (codeA < 0) { codeA = bitCode(a, bbox); } codeB = lastCode = bitCode(b, bbox); // eslint-disable-next-line no-constant-condition while (true) { if (!(codeA | codeB)) { // accept push(part, a); if (codeB !== lastCode) { // segment went outside push(part, b); if (i < numPoints - 1) { // start a new line result.push(part); part = []; } } else if (i === numPoints - 1) { push(part, b); } break; } else if (codeA & codeB) { // trivial reject break; } else if (codeA) { // a outside, intersect with clip edge intersect(a, b, codeA, bbox, a); codeA = bitCode(a, bbox); } else { // b outside intersect(a, b, codeB, bbox, b); codeB = bitCode(b, bbox); } } codeA = lastCode; } if (part.length) result.push(part); return result; } /** * Sutherland-Hodgeman polygon clipping algorithm * polygon must be closed (first vertex == last vertex) */ export function clipPolygon( positions: Readonly, bbox: BoundingBox, options?: { size?: number; startIndex?: number; endIndex?: number; } ): number[] { const {size = 2, endIndex = positions.length} = options || {}; let {startIndex = 0} = options || {}; let numPoints = (endIndex - startIndex) / size; let result: number[]; let p: number[]; let prev: number[]; let inside: boolean; let prevInside: boolean; // clip against each side of the clip rectangle for (let edge = 1; edge <= 8; edge *= 2) { result = []; prev = getPointAtIndex(positions, numPoints - 1, size, startIndex, prev); prevInside = !(bitCode(prev, bbox) & edge); for (let i = 0; i < numPoints; i++) { p = getPointAtIndex(positions, i, size, startIndex, p); inside = !(bitCode(p, bbox) & edge); // if segment goes through the clip window, add an intersection if (inside !== prevInside) push(result, intersect(prev, p, edge, bbox)); if (inside) push(result, p); // add a point if it's inside copy(prev, p); prevInside = inside; } // close loop positions = result; startIndex = 0; numPoints = result.length / size; if (!numPoints) break; } return result; } /** intersect a segment against one of the 4 lines that make up the bbox */ export function intersect( a: number[], b: number[], edge: number, bbox: BoundingBox, out: number[] = [] ): number[] { let t; // Forces out[snapI] to be on the bbox edge // Interpolation introduces precision issue which may cause lineclip to be // stuck in an infinite loop let snap: number; if (edge & 8) { // top t = (bbox[3] - a[1]) / (b[1] - a[1]); snap = 3; } else if (edge & 4) { // bottom t = (bbox[1] - a[1]) / (b[1] - a[1]); snap = 1; } else if (edge & 2) { // right t = (bbox[2] - a[0]) / (b[0] - a[0]); snap = 2; } else if (edge & 1) { // left t = (bbox[0] - a[0]) / (b[0] - a[0]); snap = 0; } else { return null; } for (let i = 0; i < a.length; i++) { out[i] = (snap & 1) === i ? bbox[snap] : t * (b[i] - a[i]) + a[i]; } return out; } /** * bit code reflects the point position relative to the bbox: * left mid right * top 1001 1000 1010 * mid 0001 0000 0010 * bottom 0101 0100 0110 */ export function bitCode(p: number[], bbox: BoundingBox): number { let code = 0; if (p[0] < bbox[0]) code |= 1; // left else if (p[0] > bbox[2]) code |= 2; // right if (p[1] < bbox[1]) code |= 4; // bottom else if (p[1] > bbox[3]) code |= 8; // top return code; }